• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Silencer2869

Recruit
34 Badges
Aug 15, 2017
6
8
  • Cities: Skylines - Natural Disasters
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Europa Universalis IV
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka: Wizard Wars Founder Wizard
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Dungeonland
  • Hearts of Iron III
  • Impire
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Pillars of Eternity
  • Age of Wonders III
  • Cities in Motion 2
My AI controlled sectors keep de-prioritizing colonist jobs in new planets, to the point where they end up abandoning whole newly colonized planets.
 

Attachments

  • 1681111454718175640908094007882.jpg
    1681111454718175640908094007882.jpg
    2,2 MB · Views: 0
  • 1Like
Reactions:
I noticed a similar issue with automation and amenities. AI removed duelist/entertainer jobs to create an unemployed slave or sometimes unemployed specialists.

But some extra amenities add stability and more job output. Maybe it shouldn't cap amenities at 0-6 and then create unemployed pops.